- Added in Lupus's suggestion of not making multi-slot headgears set all slot view-ids, which supposedly causes the client to re-draw the headgear multiple times on characters.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8168 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@@ -4,6 +4,9 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/08/07
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* Added in Lupus's suggestion of not making multi-slot headgears set all
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slot view-ids, which supposedly causes the client to re-draw the headgear
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multiple times on characters. [Skotlex]
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* Fixed HT_BLITZBEAT hitting neutral characters when it auto-triggers.
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[Skotlex]
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* Simplified the Tatami Gaeshi code. [Skotlex]
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23
src/map/pc.c
23
src/map/pc.c
@@ -6251,7 +6251,7 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
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sd->status.inventory[n].equip=pos;
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if(sd->status.inventory[n].equip & EQP_HAND_R) {
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if(pos & EQP_HAND_R) {
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if(sd->inventory_data[n])
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sd->weapontype1 = sd->inventory_data[n]->look;
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else
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@@ -6259,16 +6259,17 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
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pc_calcweapontype(sd);
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clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
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}
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if(sd->status.inventory[n].equip & EQP_HAND_L) {
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if(pos & EQP_HAND_L) {
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if(sd->inventory_data[n]) {
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if(sd->inventory_data[n]->type == 4) {
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if(sd->inventory_data[n]->type == IT_WEAPON) {
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sd->status.shield = 0;
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if(sd->status.inventory[n].equip == EQP_HAND_L)
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sd->weapontype2 = sd->inventory_data[n]->look;
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else
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sd->weapontype2 = 0;
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}
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else if(sd->inventory_data[n]->type == 5) {
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else
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if(sd->inventory_data[n]->type == IT_ARMOR) {
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sd->status.shield = sd->inventory_data[n]->look;
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sd->weapontype2 = 0;
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}
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@@ -6278,28 +6279,30 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
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pc_calcweapontype(sd);
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clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
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}
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if(sd->status.inventory[n].equip & EQP_HEAD_LOW) {
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if(sd->inventory_data[n])
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//Added check to prevent sending the same look on multiple slots ->
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//causes client to redraw item on top of itself. (suggested by Lupus)
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if(pos & EQP_HEAD_LOW) {
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if(sd->inventory_data[n] && !pos&(EQP_HEAD_TOP|EQP_HEAD_MID))
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sd->status.head_bottom = sd->inventory_data[n]->look;
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else
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sd->status.head_bottom = 0;
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clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
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}
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if(sd->status.inventory[n].equip & EQP_HEAD_TOP) {
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if(pos & EQP_HEAD_TOP) {
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if(sd->inventory_data[n])
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sd->status.head_top = sd->inventory_data[n]->look;
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else
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sd->status.head_top = 0;
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clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
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}
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if(sd->status.inventory[n].equip & EQP_HEAD_MID) {
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if(sd->inventory_data[n])
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if(pos & EQP_HEAD_MID) {
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if(sd->inventory_data[n] && !pos&EQP_HEAD_TOP)
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sd->status.head_mid = sd->inventory_data[n]->look;
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else
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sd->status.head_mid = 0;
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clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
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}
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if(sd->status.inventory[n].equip & EQP_SHOES)
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if(pos & EQP_SHOES)
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clif_changelook(&sd->bl,LOOK_SHOES,0);
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pc_checkallowskill(sd); //Check if status changes should be halted.
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